Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Melee/MeleeWeaponComponent.cs
2020-01-15 14:51:01 +01:00

147 lines
5.1 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Items;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Weapon.Melee
{
[RegisterComponent]
public class MeleeWeaponComponent : Component, IAttack
{
public override string Name => "MeleeWeapon";
private TimeSpan _lastAttackTime;
#pragma warning disable 649
[Dependency] private readonly IMapManager _mapManager;
[Dependency] private readonly IEntitySystemManager _entitySystemManager;
[Dependency] private readonly IPhysicsManager _physicsManager;
#pragma warning restore 649
private int _damage = 1;
private float _range = 1;
private float _arcWidth = 90;
private string _arc;
private string _hitSound;
private float _cooldownTime = 1f;
[ViewVariables(VVAccess.ReadWrite)]
public string Arc
{
get => _arc;
set => _arc = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public float ArcWidth
{
get => _arcWidth;
set => _arcWidth = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public float Range
{
get => _range;
set => _range = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public int Damage
{
get => _damage;
set => _damage = value;
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _damage, "damage", 5);
serializer.DataField(ref _range, "range", 1);
serializer.DataField(ref _arcWidth, "arcwidth", 90);
serializer.DataField(ref _arc, "arc", "default");
serializer.DataField(ref _hitSound, "hitSound", "/Audio/weapons/genhit1.ogg");
serializer.DataField(ref _cooldownTime, "cooldownTime", 1f);
}
void IAttack.Attack(AttackEventArgs eventArgs)
{
var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
var span = curTime - _lastAttackTime;
if(span.TotalSeconds < _cooldownTime) {
return;
}
var location = eventArgs.User.Transform.GridPosition;
var angle = new Angle(eventArgs.ClickLocation.ToWorld(_mapManager).Position -
location.ToWorld(_mapManager).Position);
// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
var entities = ArcRayCast(eventArgs.User.Transform.WorldPosition, angle, eventArgs.User);
var hitEntities = new List<IEntity>();
foreach (var entity in entities)
{
if (!entity.Transform.IsMapTransform || entity == eventArgs.User)
continue;
if (entity.TryGetComponent(out DamageableComponent damageComponent))
{
damageComponent.TakeDamage(DamageType.Brute, Damage);
hitEntities.Add(entity);
}
}
var audioSystem = _entitySystemManager.GetEntitySystem<AudioSystem>();
audioSystem.Play(hitEntities.Count > 0 ? _hitSound : "/Audio/weapons/punchmiss.ogg");
if (Arc != null)
{
var sys = _entitySystemManager.GetEntitySystem<MeleeWeaponSystem>();
sys.SendAnimation(Arc, angle, eventArgs.User, hitEntities);
}
_lastAttackTime = IoCManager.Resolve<IGameTiming>().CurTime;
if (Owner.TryGetComponent(out ItemCooldownComponent cooldown))
{
cooldown.CooldownStart = _lastAttackTime;
cooldown.CooldownEnd = _lastAttackTime + TimeSpan.FromSeconds(_cooldownTime);
}
}
private HashSet<IEntity> ArcRayCast(Vector2 position, Angle angle, IEntity ignore)
{
// Maybe make this increment count depend on the width/length?
const int increments = 5;
var widthRad = Angle.FromDegrees(ArcWidth);
var increment = widthRad / increments;
var baseAngle = angle - widthRad / 2;
var resSet = new HashSet<IEntity>();
for (var i = 0; i < increments; i++)
{
var castAngle = new Angle(baseAngle + increment * i);
var res = _physicsManager.IntersectRay(new Ray(position, castAngle.ToVec(), 19), _range, ignore);
if (res.HitEntity != null)
{
resSet.Add(res.HitEntity);
}
}
return resSet;
}
}
}